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Vl3d

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Everything posted by Vl3d

  1. Hello! This subject has been a lot on my mind since I started playing KSP because I've always found myself wasting a lot of time designing unique upper and booster stages for my payloads instead of just slapping on a previously used assembly. I feel like there should be some better assembly building gameplay mechanics and incentives to guide the designing, building and integration steps towards an easy to use iterative process. Allow me to explain: What we have in KSP1 VAB / SPH have gameplay features that allow us to save our designs: Saving craft files in folders Saving with distinct folder roots for VAB and SPH this is a problem when you have a structure like the one below it also messes with the orientation Craft files can be manually overwritten although the path to the file is not loaded automatically and if I want to overwrite I save I have to point to the appropriate folder every time I load the craft, otherwise it saves in the root folder - I feel like this is a bug; We can of course create folders that are the basis for our organizational choices - I like to separate them initially into: Craft designs: Prototypes Structural assemblies Planes Fighter Space Cargo Other Rockets Boosters (by weight to LKO and diameter) Upper stages (by weight to solar orbit and diameter) Mothership propulsion elements Space Stations Rovers and vehicles (by size, number of passengers, purpose - science, fun or utility) Manned exploration Landers Return capsules Unmanned exploration Deep space / fly-by probes Orbiters Landers Return missions Satellites Science / mapping Communication relays Fuel Tanker stages Refineries Wheeled transports Pods Living pods Tourist pods, Science pods / labs Escape / transport pods Other Missions (the rockets / space planes I actually launched): with a folder for every celestial body, in orbit or landed + asteroids / comets As you can see things get very complicated and there is potential for overlapping functions, sizing problems and other issues All of this does not even touch on the problem of design versioning and evolution - this adds another whole new level of complexity to the issue Of course a very big problem is that if I save the craft as a mission and I change or improve something after mission failure or after returning from the launchpad.. then I have to go back and change that exact same thing in the original assembly design file. Saving subassemblies This theoretically should be straightforward but there are some issues: The root part mechanic makes it complicated All subassemblies are in the same "folder" When overwriting its difficult to change the description if the design changes, sometimes its better to write everything anew I have to search through and update the subassemplies every time I change something in the mission / craft design files I have to go to the subassemblies tab, its extra effort What we need in KSP2 We desperately need a better way of creating iterative designs, group them by families and separate them by version Craft versioning system (like GIT, to track evolution of specific craft models according to part and science progression) Missions and designs should be separate abstractions, missions should contain design versions Changes to designs should cascade into missions that use that design version We need some kind of default structure for the craft designs.. like the one I described above, otherwise players will take ages to become efficient in organizing all their stuff What has been confirmed for KSP2 Saving a workspace containing multiple craft assemblies Can you please help with other ideas? I think its a very important topic.
  2. ETS effect is beautiful. It's like transparent snow that's actually getting moved around. I'm only interested in the ideas that would make KSP the ideal game. It's up to the devs what they choose to implement.
  3. That's not a texture, that's a shader for 3D effect. I've seen it in VR, it has light diffraction.
  4. I think it's just one texture that's as big as the windshield and it's animated and looped.
  5. It's the KSP anniversary.. I mean.. maybe later.. something.. the day's not over.. I don't know anymore...
  6. Are you talking about replacing the H2O with another chemical with a different surface tension and viscosity?
  7. Someone else should really say something.. this is ridiculous.
  8. You're over-complicating it. Look at the first seconds of this video - that's the wrong way to do it, the water-on-glass texture is static. It should just have an area of clear glass where the wiper clears it. They should just delete an area of the texture. Alternatively look at the Forza Horizon 5 implementation @ 0:35 - the texture density changes for half a second and there are some water lines created by the wipers. It's nice! Also look at this for a nice wind effect on the liquid:
  9. What a great idea! The simple jet engine effect could be applied to other hot materials. I'm all for simple graphical effects, visual details, like windshield liquid dripping, condensation, freezing effects. I would also prefer having actually working wipes that clear the liquid, not the fake ones in MFS. That's what we're talking about here. Gameplay changing physics elements like wind, liquid corrosion, lightning, sand, mud and snow depth, snow mass, heat, terrain destruction and material deformation are a separate discussion.
  10. That's amazing! Congrats to the artists! But where's the anniversary KSP2 gameplay video? Or the feature video about Colonies / Resources / Logistics & Automation / Multiplayer / Weather / Lore / Modding? Surely we're getting something special today! Happy birthday KSP!
  11. 100% - also lava.. and hot ground should make ship legs melt. Also I hope there's going to be a lot of unique and interesting stuff on KSP planets + functional and cool looking IVA that integrates the game HUD in 1st person view. Something else I would say about the comparison: KSP is blessed with not having to waste time with making human faces and other first-person / RPG 3D objects like guns or indoor stuff.
  12. I'll ignore the fact you quoted me out of context. That's not nice. I put the full quote above. I emphasized that a visual representation of weather on other planets has not really been done in any game and it would be very interesting.
  13. I have no idea what you're talking about, the original post is related to weather visuals. And remember KSP sold over 5 million units by itself, with all it's limitations. It just makes sense to invest in KSP2. So don't tell me that during the design meetings someone said "yeah our budget is $50-70 mil. but we're not going to have weather on our planets".
  14. KSP2 is a AAA title with a ~40+ person team and a 4 years development effort, that also has one of the biggest game holding companies in the industry financing it. It's a BIG game.
  15. Somewhat related.. some new games that have KSP-like elements: Astral Shipwright is a spaceship building game. As the captain of a small space tug, invest into more and more capable components and build your dream ship. BUILD YOUR SHIP Add new compartments, fill them with new modules and equipment, and make your ship truly yours through a heavy coat of paint. SET A COURSE Take advantage of orbital mechanics to build the most efficient ship. Fast travel or low fuel use - the choice is yours. TURN A PROFIT Mine resources, trade products, or take up lucrative contracts to fund your upgrades. EXPLORE THE WORLD Detect new areas and explore the orbit of an exoplanet. Be careful though, as you are not alone. https://store.steampowered.com/app/1728180/Astral_Shipwright/ Moon Farming Tired from the same farming games on Earth? Now, take on the new role of a super modern farmer on the Moon! Explore new farming possibilities in a new Moon environment. Prepare land on Moon for your base and vertical farming inside of it. Hop onto your Moon Rover with robots and speed up the tasks, but watch out or you'll run out of gas! For sure, it will be farming like never Before! https://store.steampowered.com/app/1366840/Moon_Farming/ The last one has a really nice rover with dynamic suspension and the moon terrain / atmosphere seems ok.
  16. Yes to axial tilt with oscillations. Yes to changing the kerbollar system. Also maybe the scale should be altered like in JNSQ, considering we're going to have more powerful engines anyway: "Many KSP modders have considered that while the stock parts (namely, engines) are overpowered for stock scale, they are tuned just right for 2.5x scale. With this in mind, JNSQ is built in natively "1/4 real-life scale" (about 2.7x stock scale) which is modestly larger than 2.5x. Because of this change in scale, the length of the Kerbin day is now 12 hours."
  17. I just wanted to show the community what has already been done in Unity (most of it is not even the latest version) and how beautiful KSP2 can be. Sure, you would probably need high end PCs, but it's worth it for the immersive experience. I hope we get some kind of weather visuals.. On the other hand, 2023 visuals should be outstanding in general.. considering the revolutionary progress that has been made in the graphics field. Just look here and here. Also look at what RDR2 accomplished: Or MFS: Or Days Gone: Or Snowrunner, especially for the terrain physics: Just imagine how landing during a storm on Eve would look like... Or crash landing at dusk in a muddy and snowy forest, while raining, with volumetric mist and lighting, setting the trees on fire, destroying the terrain when slowing down, with deformable craft physics. Don't get me started..
  18. Hello! This post is not a request. The KSP2 team has complete creative control. This is not a post about wind or floods or heavy snow or other gameplay changing related features. This is just a list of videos created using Unity that show how beautiful and immersive a celestial body can be if it has weather and other environmental visual effects in addition to clouds and atmospheric scattering / lighting (things that have already been confirmed). I think visually simulating alien climates / seasons / weather .. even vegetation .. would be revolutionary in gaming (weather caused by a different atmospheric chemistry and different physical properties like temperature and pressure). Rain Storm and Lightning Snow storm Vegetation Volumetric Lighting and Flowing Fog Volumetric Clouds Tornado and whirlwind Sandstorm Avalanche (could be with snow, dirt, mud & rocks) Lava, melting ice, mud slides (could not find examples for all) Snow / sand / dust footprints Snow / ice environment Oceanic and flowing river water, dynamic waves Just thinking about how all this would look like on exotic celestial bodies is beyond imagination. I repeat, it's not a request, it's just something I dream of seeing - on alien planets - someday. Weather, climate, seasons.. they are part of the planet with atmosphere as much as the terrain and lighting.
  19. Also check this out: But still I think the Kerbalism science system is the best.. https://kerbalism.readthedocs.io/en/latest/science.html
  20. Just a friendly reminder that tomorrow is both Friday and the 11th anniversary for KSP.
  21. I found some interesting info you guys might like. One of the Software Engineers / Managers @ PD, who has been working on KSP2 since the beginning, has: 1. Previously worked on DragonDrop - an educational IDE used to make programming more accessible for kids and teens. 2. Worked on the VAB, but also on KSP2 "dynamic scripting features", and on "laying the foundations for a variety of systems from an in-game scaled down map to input and state management".
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